House Rules

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Stunts

Borrowed from Exalted and Scion, stunts are a mechanic that rewards players for adding dramatic flair to their actions.

Basically, any time before you roll to perform an action, you may pause to describe how you go about it. If you do, the GM may assign your action a numeric Stunt dice bonus.

As your character raises whichever stat measures raw supernatural power, you unlock higher levels of stunt. While all stunt levels normally equal a certain number of bonus dice, you can forego these dice at higher levels for various interesting benefits.

Basic stunting rules

Any action that involves a dice roll becomes a stunt when described in detail

The level of detail and creativity determines the level of the stunt, from 1-3

Under normal circumstances, stunt awards are at the ST’s sole discretion – given that storytelling games are by nature cinematic, not every described action will qualify as a stunt

The level of the stunt award determines the number of bonus dice you may add to your roll

Stunting in combat

In combat, you are only allowed one stunt per round. That means that if you stunt on your action, you may not perform another stunt until your initiative refreshes.

Defensive stunts

You may use a stunt to aid in your defense. By describing the defensive action your character takes, you may add your stunt bonus to your Defense rating until your initiative refreshes.

On your action, you may describe a defensive stunt against a single enemy to gain a +2 Def against one attack by that enemy only.

You may perform this sort of stunt while attacking, you will simply gain no bonus to your attack.

If you do not elect to stunt during your turn, you may describe your defense reflexively and gain +1 Def against that attack

Note that defensive stunt bonuses only count against one attack. Your Defense erodes with every attack, but you may only add your +1 bonus once per round.

Social stunts

Because socialization usually requires dialogue, witty banter alone won’t usually qualify for a stunt bonus. Especially powerful (or hilarious) lines may work, but to make sure, a social action must involve describing your character’s behavior or body language.

Stunt levels

Level 1Heroic stunts

To perform a Heroic Stunt, describe how you (and only you) take the action. One or two colorful sentences, maybe 20 seconds of description is all that’s needed.

Bonus

The only bonus for a Heroic Stunt is one extra die to roll on the action, or a +1 or +2 bonus to your Defense for one attack, as above.

To appeal: If I do not give you a bonus for what you feel is a Heroic stunt, you may ask me for one. Even if I don’t think it really qualifies as a stunt, I may throw you a bone of some other sort.

Character advancement stunting

In short, roleplaying how your character has improved

Wolf Stunts

To truly embody one of the feral Uratha, you should revel in your character’s animal nature. No matter what form they take, werewolves are always part wolf, and Wolf Stunts reward you for acting that out.

You gain +1 to any action to which you add a lupine behavior or detail. This bonus stacks with any other stunt bonuses you may receive.

Examples

Here are some basic guidelines for what constitutes a Wolf Stunt. Feel free to research wolf behavior on your own for basic ideas.

A note about barking: Wolves very rarely bark, and when they do it’s a harsh and sudden way to get attention. Cutesie-poochisms like “woof-woof,” “barky-bark,” and “bow-wow-wow-yippee-yo-yippee-yay” will not count. Okay, that last one will. But only once.

I may not always notice things like “I howl,” but I will definitely award points for actually making the noise. True werewolves do not fear being embarrassed!

Predatory aggression

Asserting dominance with casual threats, or, in the more savage forms, actual bursts of violence

Limiting verbal communication appropriately when in Dalu, Gauru, and Urshul form

Urhan form basically cannot speak at all

Lupine mannerisms

Panting

Quizzical tilting of the head

Big stretches and yawns

Greeting each other by sniffing noses – not butts! Again, butt-sniffing is a dog-thing

Scratching behind your ear

Nuzzling or licking objects of affection

Rolling in things

Napping in fits throughout the day

Yes, peeing on things and licking your own junk

Note that certain mannerisms should be reserved for the wolf-like forms. Only werewolves with low harmony actually clamp teeth on packmates’ throats, lift their legs at trees, and sniff noses in Hishu or even Dalu. Still, finding human analogs for these behaviors is encouraged and always worth a Wolf Stunt.

What if I’m not a were wolf?

If playing a Skinchanger, Kitsune, Changing Breed, or Hithimu, simply apply the rules above to whatever it is you share your body with. A rat-pelt-wearing Skinchanger will be twitchy and skittish. A man claimed by a tree-spirit will be deliberate and slow-moving. And so on.

Of course I will do my best to provide research materials for anyone playing a non-wolf shifter. For example, the following should be useful to Walter, our lovable Kitsune consigliere.

New Favored Gifts

Throughout the Werewolf: the Forsaken source materials are scattered Gift lists beyond those in the main book. Some of these lists are particularly appropriate for certain Auspices and Tribes, and are therefor favored for Uratha of those affiliations.

Below you will find some extra Gift lists, the sourcebook where you can find them, and which Auspice, Tribe, or other category would treat those Gifts as favored, and thus purchase them at the usual discount.

Gift list

Source

Favored

Alpha

Rage

Storm Lords

Battles

Rage

Blood Talons

Blending

Rage

Iron Masters

Darkness

Rage

Hunters in Darkness

Endings

Rage

Bone Shadows

Endurance

Rage

Rahu

Information

Rage

Ithaeur

Pack

Rage

Cahalith

Predator

Rage

All

Stalking

Rage

Irraka

Weakness

Rage

Elodoth

Doing your homework

When running games on a bi-weekly schedule, I like to give my players Projects to better flesh out the world, characters, and story of The Edge of Everything. Each assignment is worth 1 XP if completed two weeks (14 days) from when it is assigned.

Most projects will go out to the group as a whole. Some will go to individuals or rotate from game to game, but over the course of the campaign, everyone will get the same amount.